Jump to content

columdrum

Member
  • Content Count

    355
  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by columdrum


  1. I think its because troops dont have radios. If you give them radios then that will fix the problem.

    To be precise the unit need to have a "UNS_ItemRadio" on their inventory. Or if other unit of your squad have it and you are the leader you can also go to that unit and you will have the option available :).

    (obviusly you need to have placed the support module, and config it for the side you want under the module "advanced options")


  2. Its a known issue and as most of the config errors will be already fixed on the next release, and i even released a patch for that( it also added more acurate weights to the weapons and mags) it was on the old armanam forum, i will post it here latter(not in my PC right now).

    http://188.165.197.222/RepositorioAddonSycn/@UNS/addons/uns_ace_compact.pbo.7z

    That's the ACE patch i made long ago, it was on the old armanam website


  3. Here is a workaround:

    ------------------------------------

    1. Install steam on rootserver. ( your primary account )

    2. Update the game

    3. Put steam in OFFLINE mode.

    4. start game with -server option.

    5. start arma 3 locally ( your primary account ) , join your server.

    only 1 account needed, but a problem is that you manually need to update the server every once in a while, and running this on a linux server aint possible.

    Thx a lot, a lot of servers admins where waiting for that confirmation :), will be a great workaround while we wait for dedicated server binaries


  4. We are exploring the options for Dedicated Server packages for the game in general right now. At Alpha launch there is no separate package; you will only be able to -server command-line it. No Linux DS at Alpha launch either.
    Jman;2304163']DnA' date=' will command-line -server require an additional key or will it be like A1 and A2 where the client can share the same key?[/quote']

    Well, you cant start 2 steam with the same account, so the question more than about the key its if it would need steam at all to run with the -server or not :S. I hope that if not now, at least in the future, we can have a separate dedicated server exe without needing Key, steam or anything similar, or even better have it as separate free download like all the HL/HL2/... dedicated servers already are on steam.

    Would be important to know this info for big communities so they can be prepared on release :)


  5. Is this ACE2 compatible? :D

    Yes, its compatible with anything, since it just uses default arma stuff. The only requirement its CBA( that if you are using ACE, you must already have it)

    Thx for the mirror, i was wondering why suddenly this old post was upped, i just noticed it was on armaholic :P


  6. I'm curious about this too, it seems people are able to speak while unconscious in ace now, I'm pretty sure this wasn't the case in earlier versions. It wasn't an issue until people actually noticed they could be heard when speaking while unconscious, so now everyone does it.

    EDIT:

    To clarify, the players cannot hear other people while unconscious(as per normal) but can speak and be heard either on the radio or directly

    That have been always happening, unconscious players were always able to speak, but they dont hear anything, that isnt anything new :S. And as far as i know unless you modify ACRE yourself or wait for the a new versión, you can't do much about that ^^


  7. Does the mission still need to be compatible? (setOwner to the HC etc.), or is it literally fully automated now, that it can just take control of the AI from a server?

    Plus, is there a really simple way to implement this into an existing mission, like a one line init field to setOwner every unit or something.

    Yes, the mission needs to be escecially made to work with a HC, the only advantage of that new feature its that the HC would auto join on that slot so you dont need to move it around, also noone can take its slot. And no there is no magic way to implement it, you cant just setowner randomly since waypoints and other info would be lost. But it isn't that hard to just modify some spawn script to work on HC instead of server side.


  8. All the ones that are configured via setvariable on the module init are suppoted... that includes the UAV, and some others( see them here https://community.bistudio.com/wiki/Category:ArmA_2:_Editor_Modules). The main problem with the ambient combat and secop modules its that, as i already stated before, they are configured on a total different way. Thats why those are two of the few that aren't supported right now, but if i have some extra time i will make some workaround for them.


  9. This one, i hope, will be the final release.

    2.0rc2 changelog:

    *Small spectator related bugfixes.

    *Some parameters wheren't correctly read from the init field on the addon version.

    +Added addon version documentation

    +Added rusian translation to the addon version ( thx to =A2SM= Vladd)

    Download link: http://www.mediafire.com/?9fya3n0x0094105

    If you find any other issue please report it. I also accept translations for the addon version to any of the languages supported by arma. The script version its also easily translatable if you edit the "revive\Data\language.sqf" file, but would be a bit messy to include them on the release so you can also share your own translated version of this file and i will include then on the first post.


  10. One bug to report. Well kinda bug.

    While I was testing this I noticed that if you ALT+TAB your game at the moment or while spectator mode is initialized, you will be stuck at spectator mode and you will not be able to contol you player. I think only way to go around this is to reconnect but I haven't tried yet, cause I tested it in MP editor.

    Alt+tab shouldn't afect the script at all, still dunno why that could have happened.

    About the other errors, even with spectator disabled its working perfectly for me, both with spectator disabled or enabled. Y can't repro the issue. I would need more info like what addons are you loading including wich ACE version are you using(only 1.13 stable and dev one, the one on six updater, are supported), and maybe also the mission you reproed it.

    I have been checking everything and even found some minor unrelated bugs, so i am going to release a hotfix soon(1-4 days), and i will try to add some basic documentation and an example mission for the addon version.


  11. Here you have a Release candidate for the 2.0, i am only missing the documentation. I had this finished like a month ago and i never get the time to finish the documentation, so i am going to make a release so you guys can test it while i finish the documentation. Please use the advanced modules addon( only required to load it for editing the mission) for now, as it includes ingame documentation that can help you. The only module that needs syncronization its the medevac one, sincronice with it any IA medic or heli that you want. Apart from that the addon version its pretty much undocumented :( till i have some free time to finish it.

    I have also done some additions and improvements on the script version.

    Download (includes addon and script version):

    http://www.mediafire.com/?3188njseu589vrn

    2.0 rc1 changelog:

    * Optimized all the login sequence, by the use of the new publicVariableServer/client

    * Fixed respawn buttons, should work on any ACE version.

    + New option that enables saving each X time.

    + New option that allows to save backpack data.

    @Columdrum

    I just started using this script. So far I really like, nice work btw. I know it has already been mentioned but I was wondering if there was a work around for the respawn buttons appearing. The respawn buttons will appear the first time you are killed ,but after that they no longer use the time set in ace_sys_spectator_RevShowButtonTime = xx.

    EDIT: Think I may have figured out one of the problems. I was not sure what to do with Colum_revive_WaveTime_Respawn=[100,375]; So I put it as Colum_revive_WaveTime_Respawn=[0,0]; This seems to have helped the respawn buttons appearing correctly now.

    I have another question. I made a mobile respawn. It works fine, but how do I use the offset? Colum_revive_RespawnOffset= [0,0,0,0]; [x,y,z,?] or [?,x,y,z]. Is there a way to use the offset and actually respawn in the cargo position of a vehicle?

    thanks,

    Nomad

    I forgot to document the waverespawn but yes, the [0,0] disables it.

    Colum_revive_RespawnOffset all those are Z coordinates corresponding to each spawn point. For example if you have 2 respawn defined:

    Colum_revive_RespawnOffset= [Z1,Z2];

    Z1 its the height of the first spawn point and Z2 the height of the second spawn point. The x, y are already defined by the markers.

    Nice script!

    Noticed one typo in the English revive folder you have written "configuracion", it's supposed to be "Configuration" (for the config).

    Just a head's up!

    Or maybe thats just Spanish word for it idk... D:

    Its just spanish, same as other variable names :P. I tried to keep most of comments in english, but i left some variable/function names in spanish ^^.

    Question

    I can;t seem to get a mobile respawn working.

    Do you have a sample mission with it in and working I could review to see what I am doing wrong?

    Thanks

    I am thinking back to the days or ARMA and Norin and the mobile respawn Medical vehicle that you could deploy a CamoTent type thing.

    Is it even possible.

    Again, This has been a real boon for myself and all my gaming buddies.

    Cheers

    Mobile respawn aren't on the TODO of this revive script. You can already achieve it by creating a script that just moves a marker attached to a vehicle. Also on this last release you can add unitnames instead of markernames as respawn locations, e.g.:

    Colum_revive_RespawnMarkers= ["respawn1_marker", "respawn2_marker", YOUR_MOVILE_RESPAWN, "respawn4_marker", "respawn5_marker"];

    And call your movile respawn unit YOUR_MOVILE_RESPAWN. Note that marker names are quoted and object respawns aren't. Its a bit late for sugestions since 2.0 this it's going to be the last release, so i hope thats enough for you. Obviously that line its just and example you can define any number of respawn points and mix as many objects and markers as you want ;). e.g.:

    Colum_revive_RespawnMarkers= [YOUR_MOVILE_RESPAWN];


  12. Could someone educate me in the purpose of IV bags, Splints and such? i recall seeing them in ACE for Arma 1 but they appear unusable (So why bother keeping them in?) same with the broken NV/GPS, i was told it was for the Nuke before it was removed?

    As some other medical stuff the IV bags are useless right now :P. And the nuke, yes it was removed long ago.


  13. Thanks for the update columdrum.

    I have a problem with the respawn buttons. If you disable the spectator mode the respawn buttons don't appear after the time indicated in the config file. They work only when spectator mode is activated.

    When you get badly injured and the time indicated in the configuration file passes, the mouse cursor appears and very briefly the map screen flashes an then almost instantly dissapears (just like another user pointed out in a previous page of this topic), this repeats after a while but the respawn button never appears and you end respawning automatically after you run out of time. I've triple checked the config and markers, so I think it's a problem coming with the latest ACE builds.

    Confirmed there have been some changes in the spectator dialog on @ACE Build 577 that fucked up the buttons but i forgot fo fix them also without spectator active. I suppose that i will release a quick hotfix for that, maybe next week. Or maybe i just wait till the full 2.0 final release, will see


  14. And here it its a release 1.9.8:

    Download: http://www.mediafire.com/?czxlz8b7fbxejan

    <> Changelog 1.9.8:

    * Fixed various bugs on medevac scripts

    * Fixed respawn buttons not working correctly on @ACE Build 577 or above(just a visual annoyance, if you had more than 4 respawn points)

    + Both AI medics and medevacs can be asigned to a side, so now its totally PvP compatible

    + Added a new option to enable medevac heli respawn, respawn timer configurable.

    + Added wave respawn(experimental), the results should be similar to what you get with games like the old battlefield's games. Instead off based on the time of player death there is respawn each X time.

    + You can enable mission ending if everybody on X side its death or unconscious. Also you can enable a option to kill players/force respawn if there is no way he can be revived( no other alive player IE)

    I pushed this instead of 2.0 final because it was taking too long. I still hope to release the final version + module/addon version this month, so please if you find any bug report it ASAP ^^. Also the documentation right now its a bit WIP. I will try to improve it on the final release ;).

    The only missing feature its the new option that will allow to improve user-data saving, right now it only saves it on user disconnect, but because of this bug https://dev-heaven.net/issues/35827 (btw this would also help not only me but a lot of other persistance scripts: https://dev-heaven.net/issues/39421) its not totally reallyable under heavy server load. Final version will have an option to save the data on a configurable interval, and will store backpack contents. It would be only for JIP, so it will be stored on server variables( no database) just as the current implementation, and since it will increase the trafic a bit, it will be just a configurable option ;).

    Besides that and the module version i don't have much more to do with this addon/script. Hope that you like all the new features :P

    any ETA on the next release ?

    Also did you fix the Extraction Issue where you do not get the option to go back to base , as i had it again last night , its when you do not pop Smoke , as i had run out , the heli just hovered and i was sitting in it but did not get the options.

    Thanks for the Hei re spawn that will come in handy as the do get shot down from time to time :)

    Its already fixed.


  15. Could i kindly request a Respawn on the chopper if you are tinkering with it :)

    Done, helis can be now by side, and you can enable its respawn ( respawn time configurable)

    Ought to roll this in with the ACE wounding system as a module or something; would be greatly useful for mission makers to have it as an easily-available module rather than a set of scripts!

    Fun fact, from the first version there have been a module version of this script, and we are actually using it, but i never ended the integration with advanced modules(see my signature) that i wanted before public release. About the integration with ACE, i doubt it, i think that this script its a bit outside of the ACE's Goals and Scope, but i can release it as an additional addon anyways.

    From a comment in your configuration file I would like to inform you that my group makes very good use of setting the number of lives to 1. You see, we like to play coop missions without respawn but your mod solves whole other problem for us. It allows us to do JIP. And it prevents the loss of a player slot if a player loses connection and wishes to reconnect. Thank you for making this great script, we spent quite a long time trying to figure out how to tackle this problem before we found your script.

    Wow, nice to know, i never tought someone would use it with that settings :P

    About the next release, its almost finished for like a month or so, but i never got the time to end with the documentation of the new features and testing it :P


  16. Have something gone wrong in the latest ACE updates ? ( like from 2-3 weeks ago? )

    Lately..i have had some issues with the LGB. It seems like they have completly lost the tracking.

    Iv tried a few controlled tests using soflam and the A10 with LGB`s. From above 500 alt the bombs are completly missing the target( sometimes the impact could not even be seen in the close AO). .

    Yep, i also had some isues but i tought it could be an addon conflict since we were trying with too many addons on. And i havent tested it with ace alone to confirm that is a real issue.

    Btw the harrier(AV-8) GBUs are working just fine for me, thats why i though it was a addon compact, but if it happens to more people it may be a real bug :S.

    Also the last change i know, was that the bomb need to have visual with the laser.

×